Mittens0407 Posted November 15, 2023 Share Posted November 15, 2023 Questions about the renderer: Are there plans to reintroduce transparent middle textures (i.e. the transparent grating in e1m1 or the opening in the Icon of Sin's head)? Also, have there been any issues with the 128 wall limit (especially for Doom 2), or has that limit been removed? Quote Link to comment Share on other sites More sharing options...
+Stephen Moss Posted November 16, 2023 Share Posted November 16, 2023 The most recently posted video looks good, would there be a option to reduce or turn off the Bounce? I get that it is probably meant to help convey player character movement but to me it seems an unnaturally large movement as I am sure that when walking/running I don't tend to notice everything around me bouncing up and down by a couple of feet. Quote Link to comment Share on other sites More sharing options...
alucardX Posted November 16, 2023 Share Posted November 16, 2023 I like the new animations for blood when an enemy is killed. It is a nice touch and makes me think of the particle effects in Quake. Quote Link to comment Share on other sites More sharing options...
Hyper_Eye Posted November 16, 2023 Share Posted November 16, 2023 8 hours ago, Stephen Moss said: The most recently posted video looks good, would there be a option to reduce or turn off the Bounce? I get that it is probably meant to help convey player character movement but to me it seems an unnaturally large movement as I am sure that when walking/running I don't tend to notice everything around me bouncing up and down by a couple of feet. Yes in the options you can "disable swagger". In other ports it's known as movebob or movement bobbing. 1 Quote Link to comment Share on other sites More sharing options...
PFG 9000 Posted November 17, 2023 Share Posted November 17, 2023 18 hours ago, Stephen Moss said: The most recently posted video looks good, would there be a option to reduce or turn off the Bounce? I get that it is probably meant to help convey player character movement but to me it seems an unnaturally large movement as I am sure that when walking/running I don't tend to notice everything around me bouncing up and down by a couple of feet. I remember noticing that head bob effect for the first time back in the day, and thinking how immersive it was. Alien vs. Predator does a similar effect with your gun swaying side to side as you move. Totally fine if you don't care for it, of course - I just thought it was interesting that it had the opposite effect on me. 1 Quote Link to comment Share on other sites More sharing options...
agradeneu Posted November 17, 2023 Share Posted November 17, 2023 2 hours ago, PFG 9000 said: I remember noticing that head bob effect for the first time back in the day, and thinking how immersive it was. Alien vs. Predator does a similar effect with your gun swaying side to side as you move. Totally fine if you don't care for it, of course - I just thought it was interesting that it had the opposite effect on me. Like certain things, it is very noticable when absent. Without it, the game movement feels flat. In real life, there is some slight bounce too. Of course, you are so used to it that you wont notice it consciously. But people also not notice optical effects of perspective, and have issues determining the correct angles when drawing perspective on paper. 2 Quote Link to comment Share on other sites More sharing options...
Mittens0407 Posted November 25, 2023 Share Posted November 25, 2023 I've noticed in the footage of Doom 2 that all the monster sprites are being stored (or at least rendered) at half res. Is it a storage thing? I know the Archvile takes up 300kb+ by itself lol. 1 Quote Link to comment Share on other sites More sharing options...
agradeneu Posted November 25, 2023 Share Posted November 25, 2023 4 hours ago, Mittens0407 said: I've noticed in the footage of Doom 2 that all the monster sprites are being stored (or at least rendered) at half res. Is it a storage thing? I know the Archvile takes up 300kb+ by itself lol. The whole game runs half res since 1994 3 Quote Link to comment Share on other sites More sharing options...
Mittens0407 Posted November 25, 2023 Share Posted November 25, 2023 3 hours ago, agradeneu said: The whole game runs half res since 1994 The screen resolution yes, but not the monster sprites. In the original Jag Doom as well as Doom 1 Slayer all the monster sprites are full res, but something has definitely been done to the sprites in Doom 2. 1 Quote Link to comment Share on other sites More sharing options...
+CyranoJ Posted November 25, 2023 Share Posted November 25, 2023 14 minutes ago, Mittens0407 said: but something has definitely been done to the sprites in Doom 2. Uh oh, project cancelled 2 Quote Link to comment Share on other sites More sharing options...
Welshworrier Posted November 25, 2023 Share Posted November 25, 2023 We have to half width some of them currently due to the size constraints, as you say 300k is a large chunk of 6meg for just one set of character animation. The way in which they are stored gives a form of compression (rle) that is tied closely to the render engine. Changes to that could allow different compressions to be applied, allowing smaller storage requirements. That has to be balanced against processing overheads though that could impact the frame rate. It'll be a fine tightrope. 2 Quote Link to comment Share on other sites More sharing options...
Sporadic Posted November 25, 2023 Author Share Posted November 25, 2023 Or to put it another way, that was an easier crowbar we could use to get it to fit immediately to allow development to continue. It's not necessarily the final solution. We have other ideas to address the storage constraints. 6 Quote Link to comment Share on other sites More sharing options...
Mittens0407 Posted November 25, 2023 Share Posted November 25, 2023 8 hours ago, CyranoJ said: Uh oh, project cancelled I didn't say it was a big deal lol, just something I noticed. 8 hours ago, Welshworrier said: We have to half width some of them currently due to the size constraints, as you say 300k is a large chunk of 6meg for just one set of character animation. The way in which they are stored gives a form of compression (rle) that is tied closely to the render engine. Changes to that could allow different compressions to be applied, allowing smaller storage requirements. That has to be balanced against processing overheads though that could impact the frame rate. It'll be a fine tightrope. 8 hours ago, Sporadic said: Or to put it another way, that was an easier crowbar we could use to get it to fit immediately to allow development to continue. It's not necessarily the final solution. We have other ideas to address the storage constraints. Thank you both for the explanation 👍 2 Quote Link to comment Share on other sites More sharing options...
taufan99 Posted February 12 Share Posted February 12 If this gets released sometime this year, I feel like this could be a Cacowards Mordeth Award contender. You never really know exactly, though... Quote Link to comment Share on other sites More sharing options...
Sporadic Posted February 12 Author Share Posted February 12 12 minutes ago, taufan99 said: If this gets released sometime this year, I feel like this could be a Cacowards Mordeth Award contender. You never really know exactly, though... Nah, we need at least another 5 years yet 😇 4 2 Quote Link to comment Share on other sites More sharing options...
+Sauron Posted February 14 Share Posted February 14 On 2/12/2024 at 11:20 AM, Sporadic said: Nah, we need at least another 5 years yet 😇 Pfft, 5 years is nothing when it comes to Jag games development. Quote Link to comment Share on other sites More sharing options...
+cubanismo Posted February 14 Share Posted February 14 I'm willing to wait 5 years if, upon completion, it verifiably uses all 64 of the bits. 1 7 Quote Link to comment Share on other sites More sharing options...
Goochman Posted February 14 Share Posted February 14 If want a challenge in the mean time, Brutal Doom Beta3 came out recently...........it is brutal! Quote Link to comment Share on other sites More sharing options...
+CyranoJ Posted February 14 Share Posted February 14 Imagine what we could do with a 70Mhz ARM in the cart... 4 Quote Link to comment Share on other sites More sharing options...
leech Posted February 14 Share Posted February 14 14 minutes ago, CyranoJ said: Imagine what we could do with a 70Mhz ARM in the cart... Ha, PiStorm for the Jag! At that point we could finally get Jack's Atari's last computer, since that could give us USB for peripherals... all so we can run Doom better than any other console! 2 hours ago, cubanismo said: I'm willing to wait 5 years if, upon completion, it verifiably uses all 64 of the bits. Ha, at this point, I hope all the coders on it have passed on their knowledge to their kids, so that one day they can do the actual release. 😜 Quote Link to comment Share on other sites More sharing options...
KrunchyTC Posted February 28 Share Posted February 28 I can't wait for this! 6MB cart? wow wow! lol Quote Link to comment Share on other sites More sharing options...
Rick Dangerous Posted February 28 Share Posted February 28 Think of this project all the time....SUPER excited for it....going to be a big one! Quote Link to comment Share on other sites More sharing options...
KrunchyTC Posted April 13 Share Posted April 13 On 9/7/2019 at 5:54 AM, CyranoJ said: Spectres in action: Sweetness! 1 Quote Link to comment Share on other sites More sharing options...
OVERRiDE Posted April 14 Share Posted April 14 On 11/25/2023 at 2:56 AM, Welshworrier said: We have to half width some of them currently due to the size constraints, as you say 300k is a large chunk of 6meg for just one set of character animation. The way in which they are stored gives a form of compression (rle) that is tied closely to the render engine. Changes to that could allow different compressions to be applied, allowing smaller storage requirements. That has to be balanced against processing overheads though that could impact the frame rate. It'll be a fine tightrope. So I am really curious how much code is custom for this mod? As in, is this just a ROM hack or actually full recompiling the DOOM source code? Main reason I ask is to see if you guys have the ability to add GDFS support to increase asset size ( once @SainT and @CyranoJ get things sorted ) and consider a digital-only build of this game to alleviate the ROM size limitations? Quote Link to comment Share on other sites More sharing options...
+CyranoJ Posted April 14 Share Posted April 14 19 minutes ago, OVERRiDE said: So I am really curious how much code is custom for this mod? As in, is this just a ROM hack or actually full recompiling the DOOM source code? Main reason I ask is to see if you guys have the ability to add GDFS support to increase asset size ( once @SainT and @CyranoJ get things sorted ) and consider a digital-only build of this game to alleviate the ROM size limitations? Full source rebuild. Required to add new monsters and fix the sound, etc. and... maybeeeee 6 Quote Link to comment Share on other sites More sharing options...
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